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author | Mike Erwin <significant.bit@gmail.com> | 2017-04-13 01:55:32 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-13 08:07:51 +0300 |
commit | b02786ae6be71d3b7581b672b7896005f68c8b63 (patch) | |
tree | 15e094e9d7f9b3d442f07f76e3dd048ba8a1ecd4 /source/blender/gpu/intern/gpu_immediate.c | |
parent | 6bfb9b7b5f164b303433d729d1cbe38f1ba44366 (diff) |
Gawain: use ShaderInterface to manage uniforms
This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now!
- Batch_Uniform*
- immUniform*
- gpuBindMatrices
- and others
Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c index 34d32be15ed..5f22b7f9279 100644 --- a/source/blender/gpu/intern/gpu_immediate.c +++ b/source/blender/gpu/intern/gpu_immediate.c @@ -35,7 +35,7 @@ void immBindBuiltinProgram(GPUBuiltinShader shader_id) { GPUShader *shader = GPU_shader_get_builtin_shader(shader_id); - immBindProgram(shader->program); + immBindProgram(shader->program, shader->interface); } void immUniformThemeColor(int color_id) |